Rabbit Runner
Courier • Smuggler • Messenger of the Underground
“The road may change, but there is always a way through.”
Introduction
There are places in Underland where messages are worth more than gold.
Rabbit Runners carry letters, contraband, medicine, secrets, and occasionally people through the winding tunnels and dangerous territories between the kingdoms. They know which roads are watched, which mirrors are safe to travel through, and which White Rabbit tunnels haven't collapsed.
A Rabbit Runner doesn't ask what is inside the package.
They ask where it needs to go.
And whether the Ink is following.
Rabbit Runners are couriers, smugglers, scouts, guides, and messengers. Some work openly for merchants and noble houses, while others carry forbidden goods between kingdoms or move messages for the Rebels.
Regardless of who employs them, every Rabbit Runner learns the same lesson:
There is always another road.
- Ability Scores: Ability Score Increase. Your time spent traveling dangerous roads and finding ways around obstacles has sharpened your instincts and adaptability. Increase your Dexterity by 2 and your Wisdom by 1, or increase one of these scores by 2 and the other by 1.
- Feat:
Rabbit's Instinct
Your life on the road has taught you to react quickly when danger appears.
You gain the following benefits:
- Increase your Dexterity or Wisdom by 1, to a maximum of 20.
- You gain proficiency in Stealth or Survival. If you already have proficiency in both, you instead gain proficiency in one skill of your choice.
- When you roll initiative, you can immediately determine the safest direction of escape from your current location, provided you have traveled through the area before.
- You have advantage on an ability check made to avoid becoming lost while traveling through a location you are familiar with.
- Skill Proficiencies:
Skill Proficiencies: Stealth, Survival
Skill Proficiencies Description:
Rabbit Runners survive by staying unseen and knowing the land beneath their feet. Stealth allows them to slip past guards, patrols, monsters, and unwanted attention, while Survival helps them navigate Underland's shifting roads, tunnels, wilderness, and forgotten passages. - Tool Proficiencies:
Tool Proficiencies
Choose one:
- Thieves' Tools
- Navigator's Tools
Tool Proficiencies Description:
Rabbit Runners often need to bypass locked doors, repair equipment, read maps, navigate underground passages, or find their way through places where conventional directions are useless. - Languages:
Choose one:
- Undercommon
- One language of your choice
Languages Description:
Rabbit Runners travel between kingdoms and frequently deal with people from cultures far beyond their own. Many learn Undercommon to communicate with inhabitants of the deeper tunnels, while others learn the language of a kingdom or community along their route. - Equipment:
Equipment
You start with the following equipment, in addition to the equipment granted by your class:
- A weathered courier satchel
- A folded Underland map covered in handwritten notes
- A set of thieves' tools or navigator's tools
- A small pocket watch that runs backward
- A dark traveling cloak
- 10 gp
Alternatively, you may take the starting wealth determined by your DM.
What's in the Satchel?
Rabbit Runners rarely know exactly what they're carrying. Roll on the table below or choose an option.
d6 Contents 1 A sealed letter addressed to someone who supposedly died years ago 2 A strange mechanical key 3 A vial of glowing blue ink 4 A tiny clockwork rabbit 5 A photograph of a place that no longer exists 6 Something you absolutely were not supposed to open
Your life as a Rabbit Runner has taken you through places most Underlings never see. Roll or choose a result to determine the sort of route that shaped you.
| d8 | Result |
|---|---|
| 1 | You spent years carrying messages between kingdoms while avoiding royal checkpoints. |
| 2 | You learned your trade from an older Rabbit Runner who disappeared without explanation. |
| 3 | You once traveled through a Rabbit Hole that led somewhere it shouldn't have. |
| 4 | You regularly transported medicine and supplies to isolated settlements. |
| 5 | You smuggled people across a kingdom's borders during a time of war. |
| 6 | You once delivered a message that changed the fate of an entire town. |
| 7 | You discovered an abandoned route that does not appear on any existing map. |
| 8 | You were once chased by Ink creatures for an entire day and somehow survived. |
You have an uncanny sense of direction and an instinct for recognizing routes used by other Runners.
When traveling through Underland, you can usually identify the safest known route between two locations you have previously visited. You can also recognize common signs of Rabbit Runner routes, hidden doors, smuggler paths, concealed entrances, abandoned Rabbit Holes, and underground passages.
When traveling with a group, you can help prevent the party from becoming lost in regions you've previously traveled through.
In addition, when you enter a settlement, tunnel system, or major travel hub you've visited before, the DM may allow you to identify a local courier, smuggler, guide, or other contact who knows something about the surrounding routes.
Your knowledge does not guarantee that a route is safe. Underland changes, and the Ink has made many old roads unpredictable.
Spell List
Spell List Introduction
Rabbit Runners are not traditionally spellcasters, but some develop strange magical tricks through repeated exposure to Underland's travel magic, enchanted roads, travel mirrors, and unstable Rabbit Holes.
This background does not grant a spell list unless your DM allows the optional spellcasting variant below.
| Spell Level | Spells |
|---|
Spell List Extended
If your DM allows this background to grant spells, you may add the following spells to your class's spell list. The magic is flavored as strange Underland travel magic rather than traditional arcane study.
Extended Spell List:
| Spell Level | Spells |
|---|---|
| Cantrip | Message, Minor Illusion |
| 1st | Expeditious Retreat, Longstrider |
| 2nd | Misty Step, Pass without Trace |
| 3rd | Sending, Haste |
| 4th | Dimension Door, Freedom of Movement |
| 5th | Teleportation Circle, Far Step |
Suggested Characteristics
Suggested Characteristics
Rabbit Runners tend to develop personalities shaped by constant travel, danger, secrecy, and the knowledge that something is always waiting at the end of the road.
Use the tables below to determine your character's personality traits, ideals, bonds, and flaws.
Personality Traits
| d8 | Personality Trait |
|---|---|
| 1 | I never walk when I can run. |
| 2 | I always know three escape routes. |
| 3 | I talk entirely too fast. |
| 4 | I collect maps even though half of them are wrong. |
| 5 | I trust animals more than people. |
| 6 | I become deeply uncomfortable when someone touches my belongings. |
| 7 | I always carry snacks. |
| 8 | I have a story about almost dying in every kingdom. |
Ideals
| d6 | Ideal |
|---|---|
| 1 | Freedom. No kingdom should control where people can go. |
| 2 | Secrets. Information belongs to those clever enough to find it. |
| 3 | Loyalty. A promise delivered is a promise kept. |
| 4 | Rebellion. The Deck cannot control every road forever. |
| 5 | Adventure. There is always another path. |
| 6 | Survival. The person who keeps moving is the person who survives. |
Bonds
| d6 | Bond |
|---|---|
| 1 | Someone is waiting for a message only I can deliver. |
| 2 | I owe my life to another Runner. |
| 3 | I carry a letter I have sworn never to open. |
| 4 | My family disappeared while traveling. |
| 5 | I know something about the Ink Master that I shouldn't. |
| 6 | There is one route I promised never to travel again. |
Flaws
| d6 | Flaw |
|---|---|
| 1 | I cannot resist opening things labeled "DO NOT OPEN." |
| 2 | I run when things become emotionally uncomfortable. |
| 3 | I never admit when I'm lost. |
| 4 | I have stolen from people who trusted me. |
| 5 | I know far too many secrets. |
| 6 | I will take a dangerous shortcut rather than admit I don't know the way. |
Contacts
Contacts Description
Years on the road have given you contacts in places most travelers never reach.
You may know merchants, innkeepers, mechanics, smugglers, couriers, rebels, travelers, guards, or other Runners. These contacts may not always be willing to help, but they recognize the signs of your profession and may know someone who knows someone who can.
Your contacts are not automatically loyal to you. A favor may require another favor, payment, information, or a delivery of its own.
Contact Table
| d6 | Contact |
|---|---|
| 1 | An innkeeper who hides couriers and smugglers in a secret room. |
| 2 | A former Royal Courier who knows the old Queen's Roads. |
| 3 | A mechanic who repairs damaged Scuttle Bugs and courier equipment. |
| 4 | A smuggler who knows how to bypass kingdom checkpoints. |
| 5 | A Rebel sympathizer who passes information through coded messages. |
| 6 | Another Rabbit Runner who owes you a favor. |
You once worked directly for the old Rabbit Court, serving as a courier trusted to carry messages through places ordinary travelers could not reach.
Prerequisite: You must have a connection to the old Rabbit Court or its surviving couriers.
You know several forgotten royal passages beneath Underland.
You can identify entrances to old Queen's Roads and recognize the symbols once used by royal couriers. When you encounter an abandoned royal route, you can usually determine its intended destination and whether it was once used as a legitimate road, emergency escape route, or courier passage.
At the DM's discretion, your former connections may also provide you with temporary shelter, information, or assistance from surviving members of the old Rabbit Court.
Comments